Super Jamie Posted July 4, 2009 Vents is an awesome idea, I love those! COMPSPAN is a nice brightless (or lack thereof) tho I think looks too clean next to a dirty tile floor? I tried with STONE2 on lots of verticies, it looks ok but it does repeat alot: http://i113.photobucket.com/albums/n232/superjamiedotnet/doom/brtek02a.png I also tried creating a bordering sector and use a brown texture: http://i113.photobucket.com/albums/n232/superjamiedotnet/doom/brtek02b.png I was trying to avoid making the borders of the sector conform to the flat, like the "missing tiles" style of KDiZD and Mapgame. Thankyou again for the help, muchly appreciated. 0 Share this post Link to post
esselfortium Posted July 4, 2009 The brown border looks much better! Other possibilities include: Using FLAT23/SHAWN2, or making it 8 units deep instead of 4 and using CEIL5_1/STEP5, etc. 0 Share this post Link to post
Kyka Posted July 4, 2009 Super Jamie said:COMPSPAN is a nice brightless (or lack thereof) tho I think looks too clean next to a dirty tile floor? Exactly what I thought. Figured it might look wrong. I tried with STONE2 on lots of verticies, it looks ok but it does repeat alot: http://i113.photobucket.com/albums/n232/superjamiedotnet/doom/brtek02a.png I think it looks ok actually. Perhaps would look better with the other hexagon floor (The grey one without the brown stains all over it) Sorry i am bad with texture names, u'll know the one i mean. I also tried creating a bordering sector and use a brown texture: http://i113.photobucket.com/albums/n232/superjamiedotnet/doom/brtek02b.png I was trying to avoid making the borders of the sector conform to the flat, like the "missing tiles" style of KDiZD and Mapgame. This screenie looks the best i think. The only thing that looks out of place to me now is the dark gray floor at the front. The browns around it make it look wrong to me now. Might wanna try a brownish floor rather than something so dark gray. Just a thought. (I tend to be a bit of a perfectionist, not trying to be picky.) Also the border would stand out a little more if you raised it a couple of units above the hexagon floor around it imo. Thankyou again for the help, muchly appreciated. :) [fake edit] Also what essel said. [/fake edit] 0 Share this post Link to post
Super Jamie Posted July 4, 2009 Ahh, yes! Using the cleaner METAL flat is a brilliant idea, I ended up going with that and the bordering sector: brtek02c.png. Cheers guys :) That also now fits in alot better with what's going on outside: brtek03.png tho this area still looks pretty crap in regards to flat choices, and that mis-tiled grating. In the first room I added some "vents" and a chute with a barrel at the bottom of it. The walls are quite dark so it's a bit hard to see but: brtek00a.png. Man I miss the METAL2 textures when mapping for Doom 1. <3 0 Share this post Link to post
esselfortium Posted July 4, 2009 In the latest shot of the area with the crates and the FLOOR4_8/FLOOR5_1, with the brown border, personally I would use a more contrasting flat on either the top "layer" (currently FLOOR4_8) or the bottom "layer" (currently FLOOR5_1); IMO it looks kind of odd with the two nearly identical floor materials/panel shapes separated by a border. It makes the border and the step down seem superfluous. The CEIL5_1 you had there was fine, I thought, though you could also maybe go with the orangey-tan brick flat or the similarly-colored FLOOR0_* floor, to go with the orangey STARBR* in the room. 0 Share this post Link to post
Super Jamie Posted July 4, 2009 The sunken area is supposed to be a cargo bay sort of area, leading to outside, plausibly where a truck or forklift would drive. See from the reverse angle: brtek04.png (i'm aware the STARGR is misaligned, it's intentional) 0 Share this post Link to post
RestlessRodent Posted July 4, 2009 I call this endless floor due to glitches in Doom Rendering. http://kaptinkurk.googlepages.com/E1M1_8000x6000.png (Only 163K!) 0 Share this post Link to post
Dreadopp Posted July 4, 2009 Super Jamie said:I also tried creating a bordering sector and use a brown texture: http://i113.photobucket.com/albums/n232/superjamiedotnet/doom/brtek02b.png I, too, think that this one looks the best of the ones you've posted. It's coming along great! :) 0 Share this post Link to post
Jodwin Posted July 4, 2009 Super Jamie said:(i'm aware the STARGR is misaligned, it's intentional) At least align the STARTAN-texture (around the "cargo door", the computer panel by the lift, etc). :) 0 Share this post Link to post
Kyka Posted July 4, 2009 GhostlyDeath said:I call this endless floor due to glitches in Doom Rendering. http://kaptinkurk.googlepages.com/E1M1_8000x6000.png (Only 163K!) How did you do this..? *methinks that would make an interesting effect in a level if you could use it... 0 Share this post Link to post
Super Jamie Posted July 4, 2009 Dreadopp said:I, too, think that this one looks the best of the ones you've posted. It's coming along great! :) I think I'll go with that idea then. Thanks for all your feedback guys. Jodwin said:At least align the STARTAN-texture (around the "cargo door", the computer panel by the lift, etc). :) Ah I've been trying. It's so tiring making heaps of verticies and aligning back and forth, back and forth. The green/grey/brown STAR textures are really useful for this. I've been putting one further along to block auto-align, which can make the task easy at times. I've got rooms I'm building now that are just camo-like alternating STARGR and STARBR so I don't mess up the pixel spacing accidentally :) 0 Share this post Link to post
Lantern Jaw Posted July 5, 2009 From a wad called "back to basics" by some dude called "Espi" it's a Doom 1 wad and having recently blasted my way through Plutonia, it makes a nice change not to have Chaingunners firing at me from a high ledge every millisecond. 0 Share this post Link to post
Super Jamie Posted July 5, 2009 People don't make enough Doom 1 PWADs these days, and Espi's maps area mostly pretty great. 0 Share this post Link to post
Shanoa Posted July 6, 2009 I think i love Bloodfalls too much. Anyway i'll add detail once full layout is over. 0 Share this post Link to post
RestlessRodent Posted July 6, 2009 Kyka said:How did you do this..? *methinks that would make an interesting effect in a level if you could use it... it's a bug in the Doom Renderer. At very high resolutions, strange things start to happen. I know ZDoom has a line horizon effect, it's nearly the same as this. 0 Share this post Link to post
Mithral_Demon Posted July 6, 2009 GhostlyDeath said:it's a bug in the Doom Renderer. At very high resolutions, strange things start to happen. I know ZDoom has a line horizon effect, it's nearly the same as this. Don't forget the "Underwater" ACS/Transfer Heights when you mess up the whole thing. 0 Share this post Link to post
RestlessRodent Posted July 6, 2009 Be sure it actually gets released, because hype for un-released projects is deadly. 0 Share this post Link to post
Hellbent Posted July 7, 2009 Patrick said: Wait, is that a real screenshot? That might be the most genius mod to Doom I've ever seen. EDIT: I see all sorts of potential here. You could make hallways that make it look like you're standing still by arranging several of the animated fire textures when they are textured just right to give a strobing effect as though you are walking down the hallway while standing still. "poor" animation (stop animation?) techniques could give it a slight comic book feel. At any rate, this looks really spooky and could be epic if done right. I'm very curious how the specter will be. 0 Share this post Link to post
Super Jamie Posted July 7, 2009 Hellbent said:Wait, is that a real screenshot? That might be the most genius mod to Doom I've ever seen. inb4 Scuba Steve pimping Action Doom 0 Share this post Link to post
DuckReconMajor Posted July 7, 2009 Are those guys going to be sprited with normal rotations? I can picture it in my head and it isn't pretty. 0 Share this post Link to post
Hellbent Posted July 7, 2009 DuckReconMajor said:Are those guys going to be sprited with normal rotations? I can picture it in my head and it isn't pretty. Seems less frames would look better. 0 Share this post Link to post
DuckReconMajor Posted July 7, 2009 Hellbent said:Seems less frames would look better. I dunno with such high resolution sprites. May seem jerky. 0 Share this post Link to post
Patrick Posted July 7, 2009 @Nomad: Thanks! @Hellbent: everything is High-res (even the HUD sprites!), the Monsters are a bit too hi-res and look out of place so im actually going to be making them a bit smaller. To make it more like a graphic novel, if you get really close to the dark areas you'll notice that they're actually made up of a bunch of small dots. @DuckReconMajor: I will be using "partial" rotations. Im actually going to use "motion blurs" to make the movement look cartoony and use less frames. 0 Share this post Link to post
Hellbent Posted July 7, 2009 Patrick said:@Hellbent: everything is High-res (even the HUD sprites!), the Monsters are a bit too hi-res and look out of place so im actually going to be making them a bit smaller. To make it more like a graphic novel, if you get really close to the dark areas you'll notice that they're actually made up of a bunch of small dots. Im actually going to use "motion blurs" to make the movement look cartoony and use less frames. Can I follow this project on Twitter and receive twitter updates on its progress? 0 Share this post Link to post
DuckReconMajor Posted July 7, 2009 Well, if you think it looks okay, then I trust you Patrick. The screenshots still look fantastic. Edit: oh, that sounds awesome. 0 Share this post Link to post
Whoo Posted July 7, 2009 Little vanilla doom project I'm going to be starting up. And yes, that sky is hideous. It's just a temporary sky. 0 Share this post Link to post
Hellbent Posted July 7, 2009 I'm trying to think of an appropriate response to "that sky is hideous" but I'm failing.... If that is hideous, than the first episode of doom2's sky is monstrously repugnant. 0 Share this post Link to post
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